forked from len0rd/rockbox
Brickmania: Use predefined macro definition when possible
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@24809 a1c6a512-1295-4272-9138-f99709370657
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a3068ca863
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1 changed files with 6 additions and 6 deletions
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@ -1796,7 +1796,7 @@ static int brickmania_game_loop(void)
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screen_edge.p1.x = 0;
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screen_edge.p1.y = 0;
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screen_edge.p2.x = FIXED3(LCD_WIDTH);
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screen_edge.p2.x = GAMESCREEN_WIDTH;
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screen_edge.p2.y = 0;
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/* the test for pos_y prevents the ball from bouncing back
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* from _over_ the top to infinity on some rare cases */
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@ -1856,7 +1856,7 @@ static int brickmania_game_loop(void)
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screen_edge.p1.y = 0;
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screen_edge.p2.x = 0;
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screen_edge.p2.y = FIXED3(LCD_HEIGHT);
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screen_edge.p2.y = GAMESCREEN_HEIGHT;
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if ( !ball[k].glue &&
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check_lines(&misc_line, &screen_edge, &pt_hit))
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{
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@ -1869,11 +1869,11 @@ static int brickmania_game_loop(void)
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}
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/* Check if the ball hit the right side */
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screen_edge.p1.x = FIXED3(LCD_WIDTH);
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screen_edge.p1.x = GAMESCREEN_WIDTH;
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screen_edge.p1.y = 0;
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screen_edge.p2.x = FIXED3(LCD_WIDTH);
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screen_edge.p2.y = FIXED3(LCD_HEIGHT);
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screen_edge.p2.x = GAMESCREEN_WIDTH;
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screen_edge.p2.y = GAMESCREEN_HEIGHT;
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if ( !ball[k].glue &&
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check_lines(&misc_line, &screen_edge, &pt_hit))
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{
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@ -1882,7 +1882,7 @@ static int brickmania_game_loop(void)
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/* Re-position ball in gameboard */
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ball[k].tempy = pt_hit.y;
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ball[k].tempx = FIXED3(LCD_WIDTH - 1);
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ball[k].tempx = GAMESCREEN_WIDTH - FIXED3(1);
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}
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/* Did the ball hit the paddle? Depending on where the ball
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